#region Copyright & License Information /* * Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Linq; using OpenRA.Mods.RA.Activities; using OpenRA.Mods.RA.Buildings; using OpenRA.Mods.RA.Move; using OpenRA.Traits; using OpenRA.Traits.Activities; namespace OpenRA.Mods.RA { class AttackTurretedInfo : AttackBaseInfo { public override object Create(ActorInitializer init) { return new AttackTurreted( init.self ); } } class AttackTurreted : AttackBase, INotifyBuildComplete { protected Target target; public AttackTurreted(Actor self) : base(self) { } protected override bool CanAttack( Actor self, Target target ) { if( self.HasTrait() && !buildComplete ) return false; if (!target.IsValid) return false; var turreted = self.Trait(); turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing ); if( turreted.desiredFacing != turreted.turretFacing ) return false; return base.CanAttack( self, target ); } public override void Tick(Actor self) { base.Tick(self); DoAttack( self, target ); IsAttacking = target.IsValid; } public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove) { return new AttackActivity( newTarget ); } public override void ResolveOrder(Actor self, Order order) { base.ResolveOrder(self, order); if (order.OrderString == "Stop") target = Target.None; } bool buildComplete = false; public void BuildingComplete(Actor self) { buildComplete = true; } class AttackActivity : Activity { readonly Target target; public AttackActivity( Target newTarget ) { this.target = newTarget; } public override Activity Tick( Actor self ) { if( IsCanceled || !target.IsValid ) return NextActivity; if (self.TraitsImplementing().Any(d => d.Disabled)) return this; var attack = self.Trait(); const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */ var weapon = attack.ChooseWeaponForTarget(target); if (weapon != null) { attack.target = target; if (self.HasTrait() && !self.Info.Traits.Get().OnRails) return Util.SequenceActivities( new Follow( target, Math.Max( 0, (int)weapon.Info.Range - RangeTolerance ) ), this ); } return NextActivity; } } } }